My program doesn't have bugs. It just develops random features.

UE2:NavigationPoint (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> NavigationPoint
Package: 
Engine
Direct subclasses:
AlternatePath, AmbushPoint, ArtifactSpawnPoint, BlockedPath, CableNode, Door, FlyNode, InventorySpot, Ladder, LevelLoadingView, LiftCenter, LiftExit, PathNode, PlayerStart, ReplicatorSpawnPoint, ShadowNode, SpawnPoint, Teleporter, U2FlagBase, WarpZoneMarker
This class in other games:
RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UDK, UT3

NavigationPoint.

NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level

Properties[edit]

Property group 'NavigationPoint'[edit]

bAllowFlyPaths[edit]

Type: bool

if false, won't get any flying paths out of this navigation point

Default value: True

bAllowJumpPaths[edit]

Type: bool

if false, won't get any jumping paths out of this navigation point

Default value: True

bAllowSwimPaths[edit]

Type: bool

if false, won't get any swimming paths out of this navigation point

Default value: True

bBlocked[edit]

Type: bool

this path is currently unuseable

bDisabled[edit]

Type: bool

used to temporarily enable/disable selected/all navigation points while tweaking paths in specific areas

bFindBase[edit]

Type: bool

if false, path building code doesn't find/check base for navigation point

Default value: True

bNeverUseStrafing[edit]

Type: bool

shouldn't use advanced tactics going to this point

bOneWayPath[edit]

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

bPropagatesSound[edit]

Type: bool

this navigation point can be used for sound propagation (around corners)

Default value: True

ConnectFlags[edit]

Type: EConnectFlags

(CFL_SOURCEDEST) -- can be set in editor to restrict use of navigation point in building paths (e.g. for testing)

ExtraCost[edit]

Type: int

Extra weight added by level designer

ForcedPaths[edit]

Type: name

Array size: 4

list of names of NavigationPoints which should always be connected from this path

PathList[edit]

Type: array<ReachSpec>

Modifiers: const, editconst

index of reachspecs (used by C++ Navigation code)

ProscribedPaths[edit]

Type: name

Array size: 4

list of names of NavigationPoints which should never be connected from this path

Internal variables[edit]

bAutoBuilt[edit]

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bAutoPlaced[edit]

Type: bool

Modifiers: const

placed as marker for another object during a paths define

bEndPoint[edit]

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight[edit]

Type: int

Modifiers: const


bForceNoStrafing[edit]

Type: bool

Modifiers: const

NEW (mdf) serpentine support -- override any LD changes to bNeverUseStrafing

bPathsChanged[edit]

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bSpecialCost[edit]

Type: bool

if true, navigation code will call SpecialCost function for this navigation point

bSpecialMove[edit]

Type: bool


cost[edit]

Type: int

added cost to visit this pathnode

nextNavigationPoint[edit]

Type: NavigationPoint

Modifiers: const


nextOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

OldEditorLocation[edit]

Type: Object.Vector

NEW (mdf) dirty paths fix

PathInCount[edit]

Type: int

Modifiers: const

NEW (mdf) number of paths into navigation point

PathOutCount[edit]

Type: int

Modifiers: const

NEW (mdf) number of paths out of navigation point

previousPath[edit]

Type: NavigationPoint

Modifiers: const


prevOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

taken[edit]

Type: bool

set when a creature is occupying this spot

visitedWeight[edit]

Type: int


Default values[edit]

Property Value
bCollideWhenPlacing True
bHidden True
bNoDelete True
bStatic True
CollisionHeight 50.0
CollisionRadius 50.0
SoundVolume 0
Texture Texture'Engine.S_NavP'

Enums[edit]

EConnectFlags[edit]

CFL_SourceDest 
(default) navigation point can be a source or destination node in paths
CFL_Source 
navigation point can be a source node in paths (e.g. LiftCenter)
CFL_Dest 
navigation point can be a destination node in paths
CFL_None 
navigation point not used when building paths

Functions[edit]

Events[edit]

SpecialCost[edit]

event int SpecialCost (Pawn Seeker)


SuggestMovePreparation[edit]

event bool SuggestMovePreparation (Pawn Other)


Other instance functions[edit]

Accept[edit]

function bool Accept (Actor Incoming, Actor Source)


MoverClosed[edit]

function MoverClosed ()


MoverOpened[edit]

function MoverOpened ()


ProceedWithMove[edit]

function bool ProceedWithMove (Pawn Other)